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Everything posted by scottadges
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Awesome! I was running low and needed a power-up Good to know! I thought I read something in previous notes about the devs trying to make less an impact on mods when new versions come out. Glad to hear it's working.
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- release notes
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Third! (Does that count?) I'll see ya'll in a month when mods are updated.
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I'm getting my 1.5.1 install up and running with a heap of mods, and I ran into an issue in the VAB which I hadn't see the Exception before: [EXC 21:19:54.274] NullReferenceException EditorLogic.detachPart (.Part part) EditorLogic.deleteSymmetryParts () EditorLogic.<SetupFSM>m__C (.KFSMState from) KerbalFSM.RunEvent (.KFSMEvent evt) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.UpdateFSM () EditorLogic.Update () There's quite a bit of log spam at the end of the log. It basically locked up my VAB and I couldn't access anything, including Cheat menu to clear input locks, etc. After a number of those, then it showed the following Exception: [EXC 21:19:55.413] NullReferenceException EditorLogic.detachPart (.Part part) EditorLogic.deleteSymmetryParts () EditorLogic.deletePartAndSymmetryParts (.Part part, Boolean symmetry) EditorLogic.DestroySelectedPart () EditorLogic.OnPartListBackgroundTap () KSP.UI.Screens.EditorPartList.TapBackground () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) UnityEngine.EventSystems.EventTrigger.Execute (EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.EventTrigger.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() Then it goes back to the first Exception for a while before I quite out. I basically had to CTRL/ALT/DEL and End Task on KSP since it wouldn't let me do anything in KSP. Here is the log file (KSP 1.5.1 Lockup 120518.log) for information to anyone who might be able to help me diagnose this? I believe the Exceptions are when I was grabbing an unattached piece (in red) and it wouldn't let me drop it, nor would it disappear when moving the mouse to the left edge of the screen. When I attempted to use the Open File button or Leave VAB buttons, they greyed out and were inaccessible afterwards. I did notice that all the pieces were from the Kerbalism mod and I was having issues getting symmetry to work properly with them. I also use the EditorExtensions mod, but not sure if that's related. Also for reference, here's my current mod list:
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
scottadges replied to Nertea's topic in KSP1 Mod Releases
@Nertea Second and totally support the kudos! I've been updating my 1.5.1 game and it's been cool going back through threads for all the NF mods, Station Parts, Atomics/Cryogenics, Heat Control, the list goes on and on. Seriously, keep up the amazing work, it makes a huge difference for this game and the community! -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
scottadges replied to Nertea's topic in KSP1 Mod Development
Thank you! I'd never seen that before. Obviously a lot of thought and work went into that. Great to see people taking up the mantle, so to speak, and making KSP parts graphically so much better. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
scottadges replied to Nertea's topic in KSP1 Mod Development
Hi, loving what I'm reading about these updated designs for all these parts. I was wondering, in the comment above, is the "design overhaul document" available somewhere for the curious content consumer? Maybe it's been shared elsewhere, but I'd love to take a gander. Thanks @Nertea, @Beale, and the others on this project for your amazing work! -
Has anyone using [X] Science! come across this error? [ERR 20:56:03.860] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class ScienceChecklistAddon:System.MissingMethodException: Method not found: 'MusicLogic.SetVolume'. at ScienceChecklist.ScienceChecklistAddon.onLevelWasLoaded (GameScenes action) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 I noticed it in my logs after starting a new Sandbox game running 1.5.1 and updating all my mods. I hadn't seen that before, but there are also a few comments on GitHub: https://github.com/thewebbooth/KSP-X-Science/issues/28 UPDATE: I guess it helps to read all the way through the GitHub issue/comments, because I see @Flupster commented last about a compiled binary. I've just updated my KSP 1.5.1 game to release [X]Science! v5.18.1, but am waiting for the game to load, so we'll see if that resolves this (I'm sure it will).
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
scottadges replied to ferram4's topic in KSP1 Mod Releases
For future readers of this thread who are wondering (as I did) when downloading the @Lisias version of KJR 3.4.0.2 that this is where things should go. It took me a minute to find this and confirm what I thought. As a suggestion, although maybe this isn't needed, maybe a quick ReadMe_for_Installation TXT file would help users who aren't exactly sure (as I wasn't) where the folders should go. Thanks for all your great work! (Also... sorry to spam the thread with several posts. It wasn't updating together as one!)- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
scottadges replied to ferram4's topic in KSP1 Mod Releases
Is this the one we should use if we want to make sure it's working with 1.5.1?- 2,647 replies
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Thank you! I'll check out that mod as well. UPDATE: Ok so I'm seeing the docking port and I think that's probably what I was using instead of the default Tantares one, it looks familiar. Also the naming is "BK" so maybe that's it. Again, appreciate everyone's input on this. Sorry to clutter up this thread with (strictly-speaking) non-Tantares parts.
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- totm march 2020
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Thank you so much for taking the time to look at this and recreate the craft. I was hoping I wouldn't have to rebuild it after all, since the Mk2 version I felt had the perfect balance of TWR, parts, and functionality, but it may be I just use a new craft. Again, appreciate your looking at this. I'll look at that mod more specifically. I seem to remember I had decided in my 1.4x playthrough to focus purely on Tantares, so not including other parts mods or Contares, etc. But I'll look back at that. Thanks for your help!
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- totm march 2020
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Hi all, I'm hoping someone can help me understand/troubleshoot a missing part issue with a craft from a previous KSP build (I moved from 1.4x to 1.5x and rebuilt all my mods). Any help would be seriously appreciated! The part below appears to be from Tantares. I'm using the Craft Manager mod to see missing parts. The name appears to be "BK APAS". I'm not sure, is this a deprecated part? or am I missing something else? PART { part = BK APAS_4292837844 partName = Part persistentId = 3893663969 pos = 0.268200427,30.2768822,-0.253736883 attPos = 0,0,0 attPos0 = 0,0.763750076,0 rot = 0,-1,0,0 attRot = 0,0.707106709,0,-0.707106709 attRot0 = 0,1,0,0 mir = 1,1,1 symMethod = Radial autostrutMode = Root rigidAttachment = True istg = 1 resPri = 0 dstg = 7 sidx = -1 sqor = -1 sepI = 2 attm = 0 modCost = 0 modMass = 0 modSize = 0,0,0 attN = bottom,Tantares.Habitation.2_4292837958_0|-0.0325|0 Here's a link to the craft file, if anyone is interested: OMV-M Mk2 From the Craft File, it looks like this may be the decoupler between the Shenzhou-style habitation module (Tantares.Habitation.2 in the Craft File) and the Crew/Descent capsule, which also has a parachute on it. Also, here's what (I think) is the part on KerbalX: Tantares.Apas.B (although, honestly I'm not sure since I can't see it there) Finally, I've got a screencap of the craft for reference:
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
scottadges replied to ferram4's topic in KSP1 Mod Releases
Hi folks, getting back into KSP again after a time away (for probably the 5th time). So here we are with 1.5.1 and I'm going through updating my mods. KJR has been fundamental for me since Day One, so don't really want to play without it. Could some kind soul provide a quick recap/reply indicating what needs to be installed so KJR works properly with 1.5.x? Reviewing the previous dozen or so comments, I'm afraid I'm possibly missing something here... so if someone could sum up what's the most updated? Thank you in advance for the super-awesome help!- 2,647 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
scottadges replied to UomoCapra's topic in KSP1 Discussion
Ahh, I come back to KSP after many months... to find 1.5 has released a little while ago. So now the familiar update and mod re-install process! Actually, I guess it's as good a time as any to start a new playthrough.- 388 replies
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I can see that point. But I also think the comment for which parts go with which rockets, the order to construct them, etc. was really useful the first few times I was building these to spec. I remember before I reviewed the guide more thoroughly, I couldn't make heads of tails in the VAB of which parts went with which types. But whatever you can do is always appreciated. Keep up the great work with this mod!
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[1.12.x] Near Future Technologies (September 6)
scottadges replied to Nertea's topic in KSP1 Mod Releases
Hi there, I'm wondering if I've installed something improperly (or maybe I'm completely missing them) but I'm not seeing the shielded VTOL engines (see pic) that are shown in the Imgur gallery? Are these still WIP or maybe like I said I'm missing something in the install? EDIT: Wait.. lemme check where they are in the tech tree... EDIT 2: Yup... in the one node I haven't unlocked yet. I'll take "Specialized Flight Systems for 550, Alex". Nevermind me! -
[1.12.x] Near Future Technologies (September 6)
scottadges replied to Nertea's topic in KSP1 Mod Releases
So awesome! I downloaded immediately. Can't wait to start building a new spaceplane! -
Yeah, I don't wanna put my mouth on that... thank you very much
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I figured that might be my first problem. I love CKAN, but it sure does seem like it causes headaches sometimes. I do have ContractConfigurator as dependency for various mods, but I'm not sure how/where to go for the Discord DLL? (Sorry to be a pain, I've never used Discord / not exactly sure what that is) I'm not running RemoteTech, so that should be good and I've got the latest ToolbarController (0.1.6.15) Appreciate all your help and awesome dedication to the mod. After starting to use it only a few months ago, I just can't play KSP without Kerbalism anymore! Updated after looking at GitHub: Again, sorry to be a pain... I'm only marginally familiar with GitHub... so not exactly sure if I'm pulling the right files for 1.8.1 version? Should I use the latest (from about 20 hours ago) here under GameData/Kerbalism on this page: https://github.com/steamp0rt/Kerbalism? I wasn't clear, since Under Releases (https://github.com/steamp0rt/Kerbalism/releases) I only see 1.8.0 to download. And then downloading the "Kerbalism-master.zip", does that include 1.8.0 or 1.8.1? Thanks for all your help! Updated after figuring out Discord & talking to PiezPiedPy - thanks for the 1.8.1 Dev build and clarifying stuff for me!
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Hi, I updated Kerbalism via CKAN (maybe that was my first mistake...) and now loading up my game, I'm getting a chunk-ton of Exception errors when I load into the Space Center. This is before going to any ships, etc. I'm running KSP 1.4.5 for reference. Here's a sample: [EXC 00:00:04.471] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Message.Post (Severity severity, System.String text, System.String subtext) KERBALISM.Supply.Execute (.Vessel v, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources) KERBALISM.Profile.Execute (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Kerbalism.FixedUpdate () [EXC 00:00:04.472] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:00:04.507] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () I can't even count how many there are in this log file: KSP Log 082718 I'm guessing this is probably from the newer version of Kerbalism in an older save game? I was reading back on save game compatibility, but I'm not sure if that's still a problem? Anything I can/should do to resolve this? Thanks for your help! EDIT: I've reverted back to the 1.7.1.1 version for KSP 1.4.5 for the moment... but I'd love to update to get all the excellent things I saw noted in the Changelog.
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[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
scottadges replied to bcink's topic in KSP1 Mod Development
Hi, I was wondering what your experiences were using Kerbalism with the Deep Space Surface Habitat mod? Did you run into any issues? Or did everything run smoothly? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
scottadges replied to ferram4's topic in KSP1 Mod Releases
Sorry, have to give a huge fan-boy shout out to you for your KSP videos. Great stuff and I watch every week. Keep building big-ass stuff with KJR! AGAIN!- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
scottadges replied to ferram4's topic in KSP1 Mod Releases
https://github.com/linuxgurugamer/Kerbal-Joint-Reinforcement/releases/tag/3.3.3.4 The version above from LinuxGuruGamer works perfectly in 1.4.5 but I was also using the previous 3.3.3.1 version from Meiru in my 1.4.5 game without any problems. Definitely let us know your experience with KJR once installed. Of course, if you do see any specific problems that you know are related to KJR, logs are always appreciated!- 2,647 replies
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Ok, thanks - I've posted also in the Scatterer thread, but nothing back from them on it.